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268 lines
9.4 KiB
C++
268 lines
9.4 KiB
C++
//
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// VoxelSystem.h
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// interface
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//
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// Created by Philip on 12/31/12.
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// Copyright (c) 2012 High Fidelity, Inc. All rights reserved.
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//
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#ifndef __interface__VoxelSystem__
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#define __interface__VoxelSystem__
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#include "InterfaceConfig.h"
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#include <glm/glm.hpp>
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#include <SharedUtil.h>
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#include <UDPSocket.h>
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#include <CoverageMapV2.h>
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#include <NodeData.h>
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#include <ViewFrustum.h>
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#include <VoxelTree.h>
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#include "Camera.h"
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#include "Util.h"
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#include "world.h"
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#include "renderer/VoxelShader.h"
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class ProgramObject;
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const int NUM_CHILDREN = 8;
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struct VoxelShaderVBOData
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{
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float x, y, z; // position
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float s; // size
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unsigned char r,g,b; // color
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};
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class VoxelSystem : public NodeData, public VoxelNodeDeleteHook, public NodeListHook {
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Q_OBJECT
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public:
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VoxelSystem(float treeScale = TREE_SCALE, int maxVoxels = DEFAULT_MAX_VOXELS_PER_SYSTEM);
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~VoxelSystem();
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void setDataSourceID(int dataSourceID) { _dataSourceID = dataSourceID; }
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int getDataSourceID() const { return _dataSourceID; }
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int parseData(unsigned char* sourceBuffer, int numBytes);
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virtual void init();
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void simulate(float deltaTime) { }
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void render(bool texture);
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void changeTree(VoxelTree* newTree);
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VoxelTree* getTree() const { return _tree; }
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ViewFrustum* getViewFrustum() const { return _viewFrustum; }
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void setViewFrustum(ViewFrustum* viewFrustum) { _viewFrustum = viewFrustum; }
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unsigned long getVoxelsUpdated() const { return _voxelsUpdated; }
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unsigned long getVoxelsRendered() const { return _voxelsInReadArrays; }
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void loadVoxelsFile(const char* fileName,bool wantColorRandomizer);
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void writeToSVOFile(const char* filename, VoxelNode* node) const;
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bool readFromSVOFile(const char* filename);
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bool readFromSquareARGB32Pixels(const char* filename);
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bool readFromSchematicFile(const char* filename);
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void setUseVoxelShader(bool useVoxelShader);
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void setMaxVoxels(int maxVoxels);
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long int getMaxVoxels() const { return _maxVoxels; }
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unsigned long getVoxelMemoryUsageRAM() const { return _memoryUsageRAM; }
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unsigned long getVoxelMemoryUsageVBO() const { return _memoryUsageVBO; }
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bool hasVoxelMemoryUsageGPU() const { return _hasMemoryUsageGPU; }
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unsigned long getVoxelMemoryUsageGPU();
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long int getVoxelsCreated();
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long int getVoxelsColored();
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long int getVoxelsBytesRead();
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float getVoxelsCreatedPerSecondAverage();
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float getVoxelsColoredPerSecondAverage();
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float getVoxelsBytesReadPerSecondAverage();
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void killLocalVoxels();
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virtual void removeOutOfView();
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bool hasViewChanged();
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bool isViewChanging();
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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VoxelDetail& detail, float& distance, BoxFace& face);
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bool findSpherePenetration(const glm::vec3& center, float radius, glm::vec3& penetration);
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bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration);
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void deleteVoxelAt(float x, float y, float z, float s);
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VoxelNode* getVoxelAt(float x, float y, float z, float s) const;
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void createVoxel(float x, float y, float z, float s,
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unsigned char red, unsigned char green, unsigned char blue, bool destructive = false);
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void createLine(glm::vec3 point1, glm::vec3 point2, float unitSize, rgbColor color, bool destructive = false);
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void createSphere(float r,float xc, float yc, float zc, float s, bool solid,
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creationMode mode, bool destructive = false, bool debug = false);
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void copySubTreeIntoNewTree(VoxelNode* startNode, VoxelSystem* destinationTree, bool rebaseToRoot);
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void copySubTreeIntoNewTree(VoxelNode* startNode, VoxelTree* destinationTree, bool rebaseToRoot);
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void copyFromTreeIntoSubTree(VoxelTree* sourceTree, VoxelNode* destinationNode);
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void recurseTreeWithOperation(RecurseVoxelTreeOperation operation, void* extraData=NULL);
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CoverageMapV2 myCoverageMapV2;
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CoverageMap myCoverageMap;
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virtual void nodeDeleted(VoxelNode* node);
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virtual void nodeAdded(Node* node);
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virtual void nodeKilled(Node* node);
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signals:
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void importSize(float x, float y, float z);
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void importProgress(int progress);
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public slots:
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void collectStatsForTreesAndVBOs();
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// Methods that recurse tree
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void randomizeVoxelColors();
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void falseColorizeRandom();
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void trueColorize();
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void falseColorizeInView();
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void falseColorizeDistanceFromView();
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void falseColorizeRandomEveryOther();
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void falseColorizeOccluded();
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void falseColorizeOccludedV2();
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void falseColorizeBySource();
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void forceRedrawEntireTree();
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void clearAllNodesBufferIndex();
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void cancelImport();
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void setUseByteNormals(bool useByteNormals);
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protected:
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float _treeScale;
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int _maxVoxels;
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VoxelTree* _tree;
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void setupNewVoxelsForDrawing();
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glm::vec3 computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const;
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virtual void updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& startVertex,
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float voxelScale, const nodeColor& color);
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virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
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virtual void updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd);
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virtual void applyScaleAndBindProgram(bool texture);
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virtual void removeScaleAndReleaseProgram(bool texture);
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private:
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// disallow copying of VoxelSystem objects
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VoxelSystem(const VoxelSystem&);
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VoxelSystem& operator= (const VoxelSystem&);
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bool _initialized;
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int _callsToTreesToArrays;
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VoxelNodeBag _removedVoxels;
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// Operation functions for tree recursion methods
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static int _nodeCount;
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static bool randomColorOperation(VoxelNode* node, void* extraData);
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static bool falseColorizeRandomOperation(VoxelNode* node, void* extraData);
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static bool trueColorizeOperation(VoxelNode* node, void* extraData);
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static bool falseColorizeInViewOperation(VoxelNode* node, void* extraData);
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static bool falseColorizeDistanceFromViewOperation(VoxelNode* node, void* extraData);
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static bool getDistanceFromViewRangeOperation(VoxelNode* node, void* extraData);
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static bool removeOutOfViewOperation(VoxelNode* node, void* extraData);
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static bool falseColorizeRandomEveryOtherOperation(VoxelNode* node, void* extraData);
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static bool collectStatsForTreesAndVBOsOperation(VoxelNode* node, void* extraData);
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static bool falseColorizeOccludedOperation(VoxelNode* node, void* extraData);
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static bool falseColorizeSubTreeOperation(VoxelNode* node, void* extraData);
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static bool falseColorizeOccludedV2Operation(VoxelNode* node, void* extraData);
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static bool falseColorizeBySourceOperation(VoxelNode* node, void* extraData);
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static bool killSourceVoxelsOperation(VoxelNode* node, void* extraData);
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static bool forceRedrawEntireTreeOperation(VoxelNode* node, void* extraData);
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static bool clearAllNodesBufferIndexOperation(VoxelNode* node, void* extraData);
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int updateNodeInArraysAsFullVBO(VoxelNode* node);
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int updateNodeInArraysAsPartialVBO(VoxelNode* node);
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void copyWrittenDataToReadArraysFullVBOs();
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void copyWrittenDataToReadArraysPartialVBOs();
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void updateVBOs();
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unsigned long getFreeMemoryGPU();
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// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
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static float _maxDistance;
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static float _minDistance;
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GLfloat* _readVerticesArray;
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GLubyte* _readColorsArray;
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GLfloat* _writeVerticesArray;
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GLubyte* _writeColorsArray;
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bool* _writeVoxelDirtyArray;
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bool* _readVoxelDirtyArray;
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unsigned long _voxelsUpdated;
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unsigned long _voxelsInReadArrays;
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unsigned long _voxelsInWriteArrays;
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unsigned long _abandonedVBOSlots;
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bool _writeRenderFullVBO;
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bool _readRenderFullVBO;
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int _setupNewVoxelsForDrawingLastElapsed;
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uint64_t _setupNewVoxelsForDrawingLastFinished;
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uint64_t _lastViewCulling;
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int _lastViewCullingElapsed;
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void initVoxelMemory();
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void cleanupVoxelMemory();
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bool _useByteNormals;
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bool _useVoxelShader;
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GLuint _vboVoxelsID; /// when using voxel shader, we'll use this VBO
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GLuint _vboVoxelsIndicesID; /// when using voxel shader, we'll use this VBO for our indexes
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VoxelShaderVBOData* _writeVoxelShaderData;
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VoxelShaderVBOData* _readVoxelShaderData;
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GLuint _vboVerticesID;
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GLuint _vboNormalsID;
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GLuint _vboColorsID;
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GLuint _vboIndicesID;
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pthread_mutex_t _bufferWriteLock;
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pthread_mutex_t _treeLock;
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ViewFrustum _lastKnowViewFrustum;
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ViewFrustum _lastStableViewFrustum;
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ViewFrustum* _viewFrustum;
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int newTreeToArrays(VoxelNode *currentNode);
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void cleanupRemovedVoxels();
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void copyWrittenDataToReadArrays(bool fullVBOs);
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void updateFullVBOs(); // all voxels in the VBO
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void updatePartialVBOs(); // multiple segments, only dirty voxels
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bool _voxelsDirty;
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static ProgramObject _perlinModulateProgram;
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int _hookID;
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std::vector<glBufferIndex> _freeIndexes;
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void freeBufferIndex(glBufferIndex index);
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void clearFreeBufferIndexes();
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glBufferIndex getNextBufferIndex();
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bool _falseColorizeBySource;
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int _dataSourceID;
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int _voxelServerCount;
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unsigned long _memoryUsageRAM;
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unsigned long _memoryUsageVBO;
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unsigned long _initialMemoryUsageGPU;
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bool _hasMemoryUsageGPU;
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};
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#endif
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